• fullscreen
  • finalfinal.pde
  • char [] typing = {
      'a','b','c','d','e','f','g','h','i','j','k','l','m','n','o','p','q','r','s','t','u','v','w','x','y','z'
    }; 
    
    int x=255;           // x is set to 0 when the pacman "eats" the ball. 
                         // this will make the ball transparent, so that it 
                         // appears that the ball has disappeared.
    
    int progress=0;      // progress represents the active value
                         // in the array of letters shown above.\
    
    int pos=100;         //player position.
    
    int targetpos=300;   //enemy position.
    
    int angleA=45;       // These two angles create pacman's mouth. The "mouth"
    int angleB=315;
    
    int difficulty=2;    //difficulty represents the "speed" at which the ball "moves"
    
    void setup() {
      size(1440,300);
      noStroke();
      smooth();
    
      frameRate(60);
    }
    
    void draw() {
      background(0);
      if(keyPressed && key == typing[progress]) {     // when the correct letter is
        pos+=45;                                      // typed, progress will increase by one.
        progress++;
      }
    
    
      if((targetpos-pos)<=45)          // if the player's position is approximate
      {                            // to the enemy's position, the player
        angleA=1;                  // will consume the enemy. x is set to 0 to
        angleB=364;                // make the enemy disappear. 
        x=0;
      }
      else {
        angleA=45;
        angleB=315;
      }
    
      targetpos+=difficulty;   //target position will be increased by
                               // difficulty (60 times per second)
    
    
      fill(255,x);                              // enemy.
      ellipse(targetpos,height/2,100,100);      //
    
      fill(255);                                                     // player
      arc(pos,height/2,200,200,radians(angleA),radians(angleB));     //
    
      fill(0);
      text(typing[progress], pos-10,90); // letter to type next (shown where
                                         // pacman's eye would be.
    
      if(keyPressed == true && key == '1') {        // difficulty
        pos=100;
        targetpos=300;
        x=255;
        progress=0;
        ;
        difficulty=2;
      }
    
      if(keyPressed == true && key == '2') {
        pos=100;
        targetpos=300;
        x=255;
        progress=0;
        difficulty=3;
      }
    
      if(keyPressed == true && key == '3') {
        pos=100;
        targetpos=300;
        x=255;
        progress=0;
        difficulty=4;
      }
    
      if(keyPressed == true && key == '4') {
        pos=100;
        targetpos=300;
        x=255;
        progress=0;
        difficulty=5;
      }
    
      if(keyPressed == true && key == '5') {
        pos=100;
        targetpos=300;
        x=255;
        progress=0;
        difficulty=6;
      }
    
      if(keyPressed == true && key == ' ') {
        pos=100;
        targetpos=300;
        x=255;
        progress=0;
      }
    }
    
    

    code

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    about this sketch

    This sketch is running as Java applet, exported from Processing.

    license

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    Bryan Espinosa

    Typing with Pacman

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    This is a quick and simple game to help you memorize the letter locations on your keyboard, and help improve your typing speed.

    You play as pacman, and you must type the alphabet (in order) to make him move more quickly across the screen. Pressing 1 through 5 will change the difficulty and restart.

    1: Very Easy
    2: Easy
    3: Medium
    4: Hard
    5: Very Hard

    Spacebar will restart without changing the difficulty.

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